I have experience working in AAA studios from early alpha to ship with Design Support and Quality Assurance. I thrive when collaborating with others to create new experiences and bring collective visions to life.
Studio Projects
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Battlefield 1 Expansions
Dev/Publisher: Dice LA / EA
Platform: PS4, Xbox One, Win 10
Role: Quality Assurance Analyst
Time on Project: Final Year
Main Responsibilities:
- Writing Design Documents and Test Cases
- Running Manual Smoke Tests
- Point of Contact for Game Modes -
The Last of Us Part II
Dev/Publisher: Naughty Dog / Sony
Platform: PS4
Role: Design Support and QA
Time on Project: Roughly one year (Beta to Ship)
Main Responsibilities:
- Point of Contact for Ch.6 Seattle Day 01
- Visibility bounding volumes setup for optimization.
- Authoring and editing NavMesh for NPCs.
- Adjusting properties on materials and collision. -
The Last of Us Multiplayer
Dev/Publisher: Naughty Dog/ Sony
Role: Design Support and QA
Time on Project: 4+ years (Concept to Alpha)
Main Responsibilities:
- Point of Contact for Environment and NavMesh
- Visibility bounding Volumes setup for optimization.
- Scripting and setting up trigger volumes to load/unload NavMesh
- Authoring training levels for new hires -
The Last of Us Part I
Dev/Publisher: Naughty Dog
Platform: PS5
Role: Design Support and QA
Time on Project: Six months (OT)
Main Responsibilities
-Platinum runs for stability
- Assisted with NavMesh and Visibility Bugs -
Uncharted The Legacy of Thieves Collection
Dev/Publisher: Naughty Dog
Platform: PC
Role: Design Support and QA
Time on Project: Two Months (OT)
Main Responsibilities:
- Platinum runs for stability
-Feedback on User Experience for PC
Naughty Dog
2018 – Current
In a Design Support role, I took every opportunity to learn the tools and become versatile to assist with prototypes and improving game quality. I took quality ownership as a point of contact for different systems and levels.
Dice LA
2017 - 2018
As an QA Analyst, solving problems of how to best document tasks and requirements in a clear and constructive manner was a daily task for me, and one that I took great pleasure in. I showed strong time management skills as I kept to tight deadlines with our studios monthly releases. I performed manual smokes on builds to make sure they were stable for play tests and artists. Being able to play content in its earliest stages and write test plans on how to break the game, so that it is more stable and polished for the fans, was the most satisfying.